[DiscordArchive] Is PLAYER_RUNE_REGEN_1 deprecated?
[DiscordArchive] Is PLAYER_RUNE_REGEN_1 deprecated?
Archived author: whatwere • Posted: 2022-07-09T21:13:39.770000+00:00
Original source
Is PLAYER_RUNE_REGEN_1 deprecated?
Archived author: whatwere • Posted: 2022-07-09T21:14:03.316000+00:00
Original source
Can't find it being used anywhere
Archived author: Kitzunu • Posted: 2022-07-09T21:17:38.043000+00:00
Original source
```
server\game\Entities\Object\Updates\UpdateFieldFlags.cpp - 4 matches in 1,568 lines.
server\game\Entities\Object\Updates\UpdateFieldFlags.cpp 1469 UF_FLAG_PRIVATE, // PLAYER_RUNE_REGEN_1
server\game\Entities\Object\Updates\UpdateFieldFlags.cpp 1470 UF_FLAG_PRIVATE, // PLAYER_RUNE_REGEN_1+1
server\game\Entities\Object\Updates\UpdateFieldFlags.cpp 1471 UF_FLAG_PRIVATE, // PLAYER_RUNE_REGEN_1+2
server\game\Entities\Object\Updates\UpdateFieldFlags.cpp 1472 UF_FLAG_PRIVATE, // PLAYER_RUNE_REGEN_1+3
server\game\Entities\Object\Updates\UpdateFields.h - 1 match in 432 lines.
server\game\Entities\Object\Updates\UpdateFields.h 386 PLAYER_RUNE_REGEN_1 = UNIT_END + 0x0485, // Size: 4, Type: FLOAT, Flags: PRIVATE
server\game\Entities\Player\Player.cpp - 1 match in 15,935 lines.
server\game\Entities\Player\Player.cpp 13119 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
server\game\Entities\Unit\StatSystem.cpp - 1 match in 1,354 lines.
server\game\Entities\Unit\StatSystem.cpp 962 SetFloatValue(PLAYER_RUNE_REGEN_1 + uint8(rune), regen);
```
Archived author: Kitzunu • Posted: 2022-07-09T21:18:02.759000+00:00
Original source
<@419265958549520385>
Archived author: whatwere • Posted: 2022-07-09T21:33:12.743000+00:00
Original source
All of those set but none seem to get.
Archived author: Kitzunu • Posted: 2022-07-09T21:40:04.193000+00:00
Original source
You have to look in to how SetFloatValue works, it has to do with playerflags and stuff iirc
Archived author: Kitzunu • Posted: 2022-07-09T21:40:39.698000+00:00
Original source
remember that PLAYER_RUNE_REGEN_1 is just a number UNIT_END + 0x0485
Archived author: whatwere • Posted: 2022-07-09T21:41:00.015000+00:00
Original source
In InitRunes cooldown is handled by ``` AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
{
if ((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune)
cooldown = cooldown * (100 - (*i)->GetAmount()) / 100;
}
```though
Archived author: whatwere • Posted: 2022-07-09T21:41:06.516000+00:00
Original source
Need to check if it's like that elsewhere
Archived author: whatwere • Posted: 2022-07-09T21:42:01.244000+00:00
Original source
GetRuneBaseCooldown also uses an auraeffectlist